*/
void CL_ParseStartSoundPacket(int largesoundindex)
{
- vec3_t pos;
- int channel, ent;
- int sound_num;
- int volume;
- int field_mask;
- float attenuation;
- int i;
+ vec3_t pos;
+ int channel, ent;
+ int sound_num;
+ int volume;
+ int field_mask;
+ float attenuation;
+ int i;
- field_mask = MSG_ReadByte();
+ field_mask = MSG_ReadByte();
- if (field_mask & SND_VOLUME)
+ if (field_mask & SND_VOLUME)
volume = MSG_ReadByte ();
else
volume = DEFAULT_SOUND_PACKET_VOLUME;
- if (field_mask & SND_ATTENUATION)
+ if (field_mask & SND_ATTENUATION)
attenuation = MSG_ReadByte () / 64.0;
else
attenuation = DEFAULT_SOUND_PACKET_ATTENUATION;
for (i = 0;i < 3;i++)
pos[i] = MSG_ReadCoord ();
- S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation);
+ S_StartSound (ent, channel, cl.sound_precache[sound_num], pos, volume/255.0, attenuation);
}
/*
// entire entity array was cleared, so just fill in a few fields
ent->state_current.active = true;
ent->render.model = cl.worldmodel = cl.model_precache[1];
- ent->render.scale = 1;
+ //ent->render.scale = 1;
ent->render.alpha = 1;
+ ent->render.flags = RENDER_SHADOW;
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
CL_BoundingBoxForEntity(&ent->render);
// clear entlife array
memset(entlife, 0, MAX_EDICTS);
cl_num_entities = 1;
- R_NewMap ();
+ R_Modules_NewMap ();
CL_CGVM_Start();
// noclip is turned off at start
VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
VectorCopy(ent->state_current.angles, ent->persistent.newangles);
}
- else// if (ent->state_current.flags & RENDER_STEP)
+ else if (ent->state_current.flags & RENDER_STEP)
{
// monster interpolation
if (DotProduct(odelta, odelta) + DotProduct(adelta, adelta) > 0.01)
VectorCopy(ent->state_current.angles, ent->persistent.newangles);
}
}
- /*
else
{
// not a monster
ent->persistent.lerpstarttime = cl.mtime[1];
// no lerp if it's singleplayer
- //if (sv.active && svs.maxclients == 1 && !ent->state_current.flags & RENDER_STEP)
- // ent->persistent.lerpdeltatime = 0;
- //else
+ if (sv.active && svs.maxclients == 1 && !ent->state_current.flags & RENDER_STEP)
+ ent->persistent.lerpdeltatime = 0;
+ else
ent->persistent.lerpdeltatime = cl.mtime[0] - cl.mtime[1];
VectorCopy(ent->persistent.neworigin, ent->persistent.oldorigin);
VectorCopy(ent->persistent.newangles, ent->persistent.oldangles);
VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
VectorCopy(ent->state_current.angles, ent->persistent.newangles);
}
- */
}
/*
entlife[ent->state_current.number] = 2;
cl_entities_active[ent->state_current.number] = true;
}
- VectorCopy(cl.viewentoriginnew, cl.viewentoriginold);
- VectorCopy(entityframe.eye, cl.viewentoriginnew);
}
void CL_EntityUpdateSetup(void)
ent->render.skinnum = ent->state_baseline.skin;
ent->render.effects = ent->state_baseline.effects;
ent->render.alpha = 1;
- ent->render.scale = 1;
- ent->render.alpha = 1;
+ //ent->render.scale = 1;
- VectorCopy (ent->state_baseline.origin, ent->render.origin);
- VectorCopy (ent->state_baseline.angles, ent->render.angles);
+ //VectorCopy (ent->state_baseline.origin, ent->render.origin);
+ //VectorCopy (ent->state_baseline.angles, ent->render.angles);
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->state_baseline.origin[0], ent->state_baseline.origin[1], ent->state_baseline.origin[2], ent->state_baseline.angles[0], ent->state_baseline.angles[1], ent->state_baseline.angles[2], 1);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
CL_BoundingBoxForEntity(&ent->render);
// This is definitely cheating...
case TE_WIZSPIKE:
// spike hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
+ CL_AllocDlight (NULL, pos, 50, 0.25f, 1.00f, 0.25f, 250, 0.2);
CL_RunParticleEffect (pos, vec3_origin, 20, 30);
S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
break;
case TE_KNIGHTSPIKE:
// spike hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
+ CL_AllocDlight (NULL, pos, 50, 1.0f, 0.60f, 0.20f, 250, 0.2);
CL_RunParticleEffect (pos, vec3_origin, 226, 20);
S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
case TE_SPIKE:
// spike hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
// LordHavoc: changed to spark shower
CL_SparkShower(pos, vec3_origin, 15);
if ( rand() % 5 )
case TE_SPIKEQUAD:
// quad spike hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
// LordHavoc: changed to spark shower
CL_SparkShower(pos, vec3_origin, 15);
CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
case TE_SUPERSPIKE:
// super spike hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
// LordHavoc: changed to dust shower
CL_SparkShower(pos, vec3_origin, 30);
if ( rand() % 5 )
case TE_SUPERSPIKEQUAD:
// quad super spike hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
// LordHavoc: changed to dust shower
CL_SparkShower(pos, vec3_origin, 30);
CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
case TE_BLOOD:
// blood puff
MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
dir[0] = MSG_ReadChar ();
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
case TE_BLOOD2:
// blood puff
MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
CL_BloodPuff(pos, vec3_origin, 10);
break;
case TE_SPARK:
// spark shower
MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
dir[0] = MSG_ReadChar ();
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
count = MSG_ReadByte ();
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
CL_SparkShower(pos, dir, count);
break;
case TE_PLASMABURN:
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
CL_PlasmaBurn(pos);
break;
case TE_GUNSHOT:
// bullet hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
// LordHavoc: changed to dust shower
CL_SparkShower(pos, vec3_origin, 15);
break;
case TE_GUNSHOTQUAD:
// quad bullet hitting wall
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
CL_SparkShower(pos, vec3_origin, 15);
CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
break;
case TE_EXPLOSION:
// rocket explosion
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
CL_ParticleExplosion (pos);
// LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
CL_AllocDlight (NULL, pos, 350, 1.25f, 1.0f, 0.5f, 700, 0.5);
case TE_EXPLOSIONQUAD:
// quad rocket explosion
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
CL_ParticleExplosion (pos);
CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
case TE_EXPLOSION3:
// Nehahra movie colored lighting explosion
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
CL_ParticleExplosion (pos);
CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
case TE_EXPLOSIONRGB:
// colored lighting explosion
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
CL_ParticleExplosion (pos);
color[0] = MSG_ReadByte() * (1.0 / 255.0);
color[1] = MSG_ReadByte() * (1.0 / 255.0);
case TE_TAREXPLOSION:
// tarbaby explosion
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
CL_BlobExplosion (pos);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
case TE_SMALLFLASH:
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
break;
case TE_CUSTOMFLASH:
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
radius = MSG_ReadByte() * 8;
velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0);
color[0] = MSG_ReadByte() * (1.0 / 255.0);
// lightning bolts
if (!cl_model_bolt3)
cl_model_bolt3 = Mod_ForName("progs/bolt3.mdl", true, false, false);
- CL_ParseBeam (cl_model_bolt3, true);
+ CL_ParseBeam (cl_model_bolt3, false);
break;
// PGM 01/21/97
case TE_EXPLOSION2:
// color mapped explosion
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
CL_ParticleExplosion2 (pos, colorStart, colorLength);
MSG_ReadVector(pos);
MSG_ReadVector(dir);
count = MSG_ReadByte ();
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 4);
CL_Tei_Smoke(pos, dir, count);
break;
case TE_TEI_BIGEXPLOSION:
MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 10);
CL_ParticleExplosion (pos);
CL_AllocDlight (NULL, pos, 500, 1.25f, 1.0f, 0.5f, 500, 9999);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
MSG_ReadVector(pos);
MSG_ReadVector(dir);
count = MSG_ReadByte ();
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ Mod_FindNonSolidLocation(pos, pos, cl.worldmodel, 5);
CL_Tei_PlasmaHit(pos, dir, count);
CL_AllocDlight (NULL, pos, 500, 0.3, 0.6, 1.0f, 2000, 9999);
break;